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- Bugfix: Externalized Music (Music.lua) (by Jazz)
o Added missing: 6 - creature start battle (CREATURE_BATTLE_xxx.wav or CREATURE_BATTLE_xxx.ogg) 7 - creepy music (CREEPY_xxx.wav or CREEPY_xxx.ogg) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6296 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2061,7 +2061,12 @@ void RenderAutoResolve()
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SectorInfo[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].bLastKnownEnemies = 0;
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SetThisSectorAsPlayerControlled( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
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GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0];
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if ( MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_VICTORY, MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0] );
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else
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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LogBattleResults( LOG_VICTORY );
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break;
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@@ -2081,7 +2086,12 @@ void RenderAutoResolve()
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HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0];
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if ( MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] );
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else
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SetMusicMode( MUSIC_TACTICAL_DEATH );
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gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
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break;
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case BATTLE_DEFEAT:
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@@ -2096,7 +2106,13 @@ void RenderAutoResolve()
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gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
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gsCiviliansEatenByMonsters = gpAR->ubAliveEnemies;
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}
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GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0];
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if ( MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] );
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else
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SetMusicMode( MUSIC_TACTICAL_DEATH );
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LogBattleResults( LOG_DEFEAT );
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break;
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@@ -1284,7 +1284,13 @@ BOOLEAN PrepareCreaturesForBattle()
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{ //creatures are attacking a town sector
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//gfUseCreatureMusic = TRUE;
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UseCreatureMusic(TRUE);
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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ubCreatureHabitat = MINE_EXIT;
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ubNumCreatures = gubNumCreaturesAttackingTown;
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}
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@@ -5283,6 +5283,16 @@ static int l_SetMusicID (lua_State *L)
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalDeath[z] );
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}
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else if ( MusicType == 6 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalBattleCreature[z] );
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}
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else if ( MusicType == 7 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalBattleCreepy[z] );
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}
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}
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return 0;
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@@ -5320,6 +5330,21 @@ INT32 SoundID = -1;
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SoundID = MusicSoundValues[SECTOR( x, y )].SoundTacticalVictory[z];
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}
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else if ( MusicType == 5 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SoundID = MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalDeath[z];
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}
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else if ( MusicType == 6 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SoundID = MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalBattleCreature[z];
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}
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else if ( MusicType == 7 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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SoundID = MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalBattleCreepy[z];
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}
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}
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lua_pushinteger(L, SoundID);
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@@ -5364,6 +5389,21 @@ static int l_gAddMusic(lua_State *L)
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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MusicSoundValues[SECTOR( x, y )].SoundTacticalVictory[z] = SoundId;
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}
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else if ( MusicType == 5 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalDeath[z] = SoundId;
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}
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else if ( MusicType == 6 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalBattleCreature[z] = SoundId;
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}
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else if ( MusicType == 7 )
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{
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if ((x>=1 || x<=16) && (y>=1 || y<=16) && (z>=0 || z<=3) )
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MusicSoundValues[ SECTOR( x, y ) ].SoundTacticalBattleCreepy[z] = SoundId;
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}
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}
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return 0;
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@@ -873,6 +873,10 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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GlobalSoundID = MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ];
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if ( MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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#ifdef JA2UB
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@@ -2210,4 +2214,4 @@ void HandlePreBattleInterfaceStates()
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{
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gfTransitionMapscreenToAutoResolve = FALSE;
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}
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}
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}
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@@ -963,6 +963,10 @@ void PrepareForPreBattleInterface( GROUP *pPlayerDialogGroup, GROUP *pInitiating
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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if( gfTacticalTraversal && pInitiatingBattleGroup == gpTacticalTraversalGroup ||
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